mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-11-13 20:47:19 +01:00
147 lines
4.5 KiB
GDScript
147 lines
4.5 KiB
GDScript
tool
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extends Reference
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const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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#----------------------
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#sphere.mmg
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#Outputs:
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#Output - (float) - A heightmap of the specified sphere
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#sphere($uv, vec2($cx, $cy), $r)
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#Inputs:
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#center, vector2, default: 0.5, min: 0, max: 1, step: 0.01
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#radius, float, min: 0, max: 1, default: 0.5, step:0.01
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#----------------------
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#shape.mmg
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#Outputs:
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#Output - (float) - Shows a white shape on a black background
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#shape_$(shape)($(uv), $(sides), $(radius)*$radius_map($uv), $(edge)*$edge_map($uv))
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#Inputs:
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#shape, enum, default: 0, values: circle, ploygon, star, curved_star, rays
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#sides, int, min: 2, max: 32, default: 3, step:1
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#radius, float, min: 0, max: 1, default: 1, step:0.01 (universal input)
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#edge, float, min: 0, max: 1, default: 0.2, step:0.01 (universal input)
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#float sphere(vec2 uv, vec2 c, float r) {
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# uv -= c;
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# uv /= r;
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# return 2.0*r*sqrt(max(0.0, 1.0-dot(uv, uv)));
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#}
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static func sphere(uv : Vector2, c : Vector2, r : float) -> float:
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return 0.0
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#float shape_circle(vec2 uv, float sides, float size, float edge) {
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# uv = 2.0*uv-1.0;
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# edge = max(edge, 1.0e-8);
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# float distance = length(uv);
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# return clamp((1.0-distance/size)/edge, 0.0, 1.0);
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#}
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static func shape_circle(uv : Vector2, sides : float, size : float, edge : float) -> float:
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uv.x = 2.0 * uv.x - 1.0
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uv.y = 2.0 * uv.y - 1.0
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edge = max(edge, 1.0e-8)
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var distance : float = uv.length()
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return clamp((1.0 - distance / size) / edge, 0.0, 1.0)
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#float shape_polygon(vec2 uv, float sides, float size, float edge) {
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# uv = 2.0*uv-1.0;
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# edge = max(edge, 1.0e-8);
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# float angle = atan(uv.x, uv.y)+3.14159265359;
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# float slice = 6.28318530718/sides;
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# return clamp((1.0-(cos(floor(0.5+angle/slice)*slice-angle)*length(uv))/size)/edge, 0.0, 1.0);
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#}
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static func shape_polygon(uv : Vector2, sides : float, size : float, edge : float) -> float:
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uv.x = 2.0 * uv.x - 1.0
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uv.y = 2.0 * uv.y - 1.0
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edge = max(edge, 1.0e-8)
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#simple no branch for division by zero
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uv.x += 0.0000001
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var angle : float = atan(uv.y / uv.x) + 3.14159265359
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var slice : float = 6.28318530718 / sides
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return clamp((size - cos(floor(0.5 + angle / slice) * slice - angle) * uv.length()) / (edge * size), 0.0, 1.0)
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#float shape_star(vec2 uv, float sides, float size, float edge) {
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# uv = 2.0*uv-1.0;
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# edge = max(edge, 1.0e-8);
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# float angle = atan(uv.x, uv.y);
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# float slice = 6.28318530718/sides;
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# return clamp((1.0-(cos(floor(angle*sides/6.28318530718-0.5+2.0*step(fract(angle*sides/6.28318530718), 0.5))*slice-angle)*length(uv))/size)/edge, 0.0, 1.0);
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#}
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static func shape_star(uv : Vector2, sides : float, size : float, edge : float) -> float:
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uv.x = 2.0 * uv.x - 1.0
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uv.y = 2.0 * uv.y - 1.0
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edge = max(edge, 1.0e-8);
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#simple no branch for division by zero
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uv.x += 0.0000001
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var angle : float = atan(uv.y / uv.x)
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var slice : float = 6.28318530718 / sides
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return clamp((size - cos(floor(1.5 + angle / slice - 2.0 * Commons.step(0.5 * slice, Commons.modf(angle, slice))) * slice - angle) * uv.length()) / (edge * size), 0.0, 1.0);
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#float shape_curved_star(vec2 uv, float sides, float size, float edge) {
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# uv = 2.0*uv-1.0;
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# edge = max(edge, 1.0e-8);
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# float angle = 2.0*(atan(uv.x, uv.y)+3.14159265359);
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# float slice = 6.28318530718/sides;
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# return clamp((1.0-cos(floor(0.5+0.5*angle/slice)*2.0*slice-angle)*length(uv)/size)/edge, 0.0, 1.0);
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#}
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static func shape_curved_star(uv : Vector2, sides : float, size : float, edge : float) -> float:
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uv.x = 2.0 * uv.x - 1.0
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uv.y = 2.0 * uv.y - 1.0
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edge = max(edge, 1.0e-8);
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#simple no branch for division by zero
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uv.x += 0.0000001
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var angle : float = 2.0*(atan(uv.y / uv.x) + 3.14159265359)
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var slice : float = 6.28318530718 / sides
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return clamp((size - cos(floor(0.5 + 0.5 * angle / slice) * 2.0 * slice - angle) * uv.length())/(edge * size), 0.0, 1.0);
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#float shape_rays(vec2 uv, float sides, float size, float edge) {
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# uv = 2.0*uv-1.0;
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# edge = 0.5*max(edge, 1.0e-8)*size;
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# float slice = 6.28318530718/sides;
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# float angle = mod(atan(uv.x, uv.y)+3.14159265359, slice)/slice;
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# return clamp(min((size-angle)/edge, angle/edge), 0.0, 1.0);
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#}
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static func shape_rays(uv : Vector2, sides : float, size : float, edge : float) -> float:
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uv.x = 2.0 * uv.x - 1.0
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uv.y = 2.0 * uv.y - 1.0
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edge = 0.5 * max(edge, 1.0e-8) * size
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#simple no branch for division by zero
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uv.x += 0.0000001
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var slice : float = 6.28318530718 / sides
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var angle : float = Commons.modf(atan(uv.y / uv.x) + 3.14159265359, slice) / slice
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return clamp(min((size - angle) / edge, angle / edge), 0.0, 1.0);
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